Zoom transition and General settings (#309)
The wheel and Fit now show the zoom as a short transition. The time is set under Menu > General settings and kept in the browser. - Concepts: the transition, the new menu entry and what ends it. - Keyboard: the wheel and Fit animate the change of zoom. - Architecture: viewTween.ts with tweenView and the ViewTween driver. - Development: e2e sum 1735.
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@@ -214,6 +214,11 @@ src/editor/ App → Editor (layout + ticker), PlaySession (the run),
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ReleaseDialog + releases (the link behind "Release…", what the dialog says and warns about, #266),
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ProjectSettingsDialog + settingsChanges (name, the start-scene switch and the collision
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layers in one dialog; the pure rule of what Apply has to carry out),
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GeneralSettingsDialog + generalSettings (#309: what the editor does for the person at
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the screen, one entry in `localStorage`), viewTween (#309: a wheel step or Fit as a
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transition; `tweenView` is the way between two views as a pure function, `ViewTween`
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drives it on the ticker, and each zoomable surface hands it reading, writing and
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drawing its own view),
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EditorRun (run in editor), state, actions (what several places do alike: `removeSelection`
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is Delete for every kind of selection, one case each, `removeShapes` the shapes of a vector
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art), shortcuts, clipboard (#240: copy and paste of
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+11
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@@ -204,7 +204,9 @@ out lives in the menu now: the project list in *Open project…*, the project na
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**start-scene switch** (*Start scene* / *Active scene*, see **Start scene**), the **While playing**
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preset (see above), the **Link zoom** of the released game (see above), the **symbol scale**
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of the scene view's icons (see [Scene editing](Scene-editing)), the collision layers and the
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render layers in *Project settings…*. A project is deleted in *Open project…*: **Delete** asks first, and Cancel, Esc
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render layers in *Project settings…*. What is about the person at the screen rather than the
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project is in *General settings…* (#309), kept in this browser and the same in every project: the
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**zoom transition** (see below). A project is deleted in *Open project…*: **Delete** asks first, and Cancel, Esc
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and the deletion itself all lead back to the project list. The active scene is picked where the scenes are — by double-clicking
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one in the **Assets** panel. The **Assets** panel's `+` creates an asset and opens its tab; its menu lists the types in
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two alphabetical groups, first what can be placed into a scene, then what only lives in the library
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@@ -308,7 +310,14 @@ one kind can be open at once — two textures, three behaviors — each with its
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project already. Closing the tab on screen shows its left neighbour (the right one when it was
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first), the Scene tab when none is left. Deleting an asset closes its tab.
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- Each document keeps its **zoom and scroll** for the session: switch between two textures and
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both are where you left them. Following a call node into another behavior stays in the same
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both are where you left them.
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- A wheel step and **Fit** are shown as a short **zoom transition** (#309) wherever the editor
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zooms: the Scene and Container tabs, the Texture, Curve, Pixel art and Vector art tabs, the
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Animation tab's preview and timeline, the graph, the Tile tab's board and a plugin's node board.
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How long it takes is set in *Menu → General settings…* in milliseconds, 200 by default; 0 jumps
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at once. The steps are the same as without it: quick wheel steps add up to exactly as many
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steps, and the point under the pointer stays under it all the way. A pan, another document or a
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new size of the view ends the transition on the step it was heading for. Following a call node into another behavior stays in the same
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tab, and the breadcrumb stays with that tab.
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- Open tabs are not remembered: a loaded project starts on the Scene tab.
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- Tabs are drawn as **index cards** (#176): the one showing is a light grey card with rounded upper
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+1
-1
@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
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# has and the web server's container has not (SKIP there)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1732 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1735 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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+1
@@ -18,5 +18,6 @@ and every tab), the value itself is kept at that precision — fields that are i
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milliseconds, the index and count ports of list and text nodes) set `NumberField`'s
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`decimals: 0` and round to whole numbers · viewport: wheel zooms in whole steps (1/8, 1/4, 1/2,
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then 1 to 6, 8, 12, 16, 24 screen pixels per world pixel; see [Scene editing](Scene-editing)),
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each step shown as a short transition (see *The tab row* in [Concepts](Concepts)),
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middle-drag or `Shift`+drag pans, drag on empty space rubber-bands, `Ctrl`/`Shift`-click toggles an
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object in the selection (hierarchy rows too) · tilemap panel: holding `Alt` switches to Pick — a click takes that cell's tile from the active layer — and releasing it brings back the tool before ([Tilemaps](Tilemaps)) · Vector art tab: `Alt`-click a point to make it symmetric and straight again, `Esc` ends the line the Pen is drawing, `Delete` removes the selected shapes, picked on the canvas or in the list, and on the frame round the selection `Shift` keeps the proportions while a square is pulled, `Alt` scales about the middle and `Shift` on the knob turns in steps of 15 degrees ([Vector art](Vector-Art#scaling-turning-and-mirroring)) · wherever points are edited (Curve tab, Vector art tab, a polygon collider in the scene view, a frame's collision outline in the Texture tab): a double-click on the line puts a point there, a click picks one, and with a point picked `Delete` takes that point instead of the selection; a right-click on a point opens its menu.
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